Author Topic: Critic Art Direction  (Read 988 times)  Share 

Dualnames

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  • Dualnames worked on a game that was nominated for an AGS Award!
Critic Art Direction
« on: 05 Apr 2010, 20:37 »
It's not totally started and certainly not finished. I want however to listen to your opinions on where I am going with this one.

Original sketch.

What I've accomplished so far.


EDIT: Some things may seem off, but they are objects that fill the image. See Maze topic in the critic's lounge.
« Last Edit: 05 Apr 2010, 20:49 by Dualnames »

Questionable

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Re: Critic Art Direction
« Reply #1 on: 05 Apr 2010, 21:32 »
You painted the photoframes, added a vase and blacked out the desk/bookshelf...

I'm confused.
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Dualnames

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Re: Critic Art Direction
« Reply #2 on: 06 Apr 2010, 01:18 »
Not really blacked out actually..I just didn't adjust my monitor to the right settings..so it seems kind of too black indeed. :(

Re: Critic Art Direction
« Reply #3 on: 06 Apr 2010, 01:38 »
I think it's a masterpiece of art!
They just don't understand it yet...=,(
You will be famous for this when you die, though =P

Dualnames

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Re: Critic Art Direction
« Reply #4 on: 06 Apr 2010, 01:48 »
Oh, well it's my screen really. Samsung, different brightness per angle shitheads!

Moresco

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Re: Critic Art Direction
« Reply #5 on: 06 Apr 2010, 05:09 »
That's a bummer about the Samsung, man.   You've got a tablet now, yah? I thought I read that somewhere....anyhoo, you should try playing around with opacity and stuff, you might be able to block in your stuff a lot faster.   It seems like an interesting background,  looking forward to your progress.

Questionable

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Re: Critic Art Direction
« Reply #6 on: 06 Apr 2010, 05:42 »
The white was hurting my eyes:

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Daniel Thomas

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Re: Critic Art Direction
« Reply #7 on: 06 Apr 2010, 09:01 »
When painting, try not to start render individual pieces until you atleast has a general idea of all the colors and values. And try not to paint on a white background, of course they will look "almost" black against a white, all dark values look relatively(is that how you use it in English?) black to white. :)

Keep going!

Dualnames

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  • Dualnames worked on a game that was nominated for an AGS Award!
Re: Critic Art Direction
« Reply #8 on: 06 Apr 2010, 12:30 »
When painting, try not to start render individual pieces until you at least has a general idea of all the colors and values. And try not to paint on a white background, of course they will look "almost" black against a white, all dark values look relatively(is that how you use it in English?) black to white. :)

Keep going!

Thanks a lot syndicate. I'll give my best trying another time.

Re: Critic Art Direction
« Reply #9 on: 06 Apr 2010, 13:13 »
The white was hurting my eyes:



Your monitor is too dark Questionable! Duals first image was also too dark but it wasn't quite black, your image on the other hand looks very washed out and still almost white?

A good medium between both images would be nice :)

Questionable

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Re: Critic Art Direction
« Reply #10 on: 06 Apr 2010, 21:31 »
It's this damned laptop... The screen is dark when the cable is unplugged & it makes everything look richer...
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Andail

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Re: Critic Art Direction
« Reply #11 on: 07 Apr 2010, 10:34 »
Dualnames, sorry if I'm being blunt, but this picture doesn't really work, and I think you're on the wrong track, basically.
Instead of decorating an empty space with arbitrary objects, you need to build your image, starting with the background and working your way up through layers.
Draw a sketch with the basic perspective outlines, then add furniture and clean up the image as you go. Also, you're being way too sloppy with lines and shapes - there's not a straight line in sight and it makes for a very jumbled impression.
Be vigilant, citizen!
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Dualnames

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  • Dualnames worked on a game that was nominated for an AGS Award!
Re: Critic Art Direction
« Reply #12 on: 07 Apr 2010, 11:47 »
You're not blunt at all, Andail. Yes, indeed it needs some actual revision.

Questionable

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Re: Critic Art Direction
« Reply #13 on: 07 Apr 2010, 19:28 »
I kind-of stopped paying attention in the last thread but I thought the point of the room was that it COULDN'T exist, yet it does exist because the player is actually kind-of trapped in their crazy brain and only when they accept that as the case can they escape...  That's why I thought it was all batshit.
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Re: Critic Art Direction
« Reply #14 on: 07 Apr 2010, 21:46 »
1. Add the lineart in a new layer, set to multiply.

2. Think of the general colour feel you're after.

3. Fill in the background layer in that colour.

4. Start blocking in the basic shapes of things.

5. Keep going....

6. Keep going, adding more and more definition as you go.

7. Post results.
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